Dispenser – Official TF2 Wiki | Official Team Fortress Wiki

The Scout
Need a dispenser hera !

The Dispenser, besides known as the Dispense-O-Matic 9000 Provisions Dispenser, is a construction that can be constructed by an Engineer using the Build Tool. The team-colored device is a screen of gas post pump with respective supplies inside and a CRT sieve with a estimate.

While operational, a Dispenser provides an dateless source of health and ammunition to all nearby players on the owner ‘s team ( angstrom well as disguised enemy Spies ), in summation to generating and supplying a limited but regenerating issue of metal to any friendly Engineers. A single Dispenser can heal multiple players at once, lowering the effect of friendly Medics, specially if many teammates are on fire or there are more significant classes to heal. Dispensers are besides more effective at keeping weapons restocked than any ammunition cartridge, which reduces teammates ‘ addiction on health and ammunition kits. This results in Engineers having more ammunition kits to use themselves, allowing them to acquire more alloy from the kits to build and upgrade their buildings. however, Dispensers themselves are defenseless and take considerable campaign to build up to wax ability. If a team can defend their Dispensers adequately, they form an anchor to the team ‘s hold on an area .


Dispensers can prove to be very valuable in supporting a team when used efficaciously. Teammates that have been ignited can put themselves out by merely standing near the Dispenser. In addition to being an alternative health source, Dispensers act as a portable ammunition reference a well. They can provide extra metal for other Engineers to use. Dispensers will besides attract many teammates to one area which can help to better forward an attack, peculiarly if the team is scattered and ungrouped. however, it can besides make the group an easy target for rocket sprinkle damage or incoming grenades. A Dispenser will not bridge player over raw weapons if the musician modified their loadout ; a Resupply locker is required to do then. The Dispenser costs 100 Metal to plaza, 200 metal to upgrade to Level 2, and a further 200 to upgrade to Level 3, for a entire metallic price of 500 metallic. Each upgrade increases the Dispenser ‘s health, a well as its outputs of ammunition, metal, and health. While being constructed, a Dispenser ‘s health will increase until reaching 150 upon completion. A newly built Dispenser contains 25 Metal and thereafter generates 40 Metal every 5 seconds unless upgrade. It can hold up to 400 Metal, as represented by a gauge on the front of the Dispenser. A Dispenser can be manually rotated to face a different management before one builds it. When the blueprint is shown, using the alternate attack push button ( default option samara : MOUSE2 ) will rotate the blueprints 90 degrees counterclockwise per mouse click. A destroy Dispenser ( careless of horizontal surface ) leaves behind 50 Metal ( 5 parts, 10 Metal/half ammo each ) that can be picked up as Metal or Ammo by all players, regardless of team affiliation. In Mann vs. Machine modality, Dispensers can be upgraded at Upgrade Stations to increase their health and range. Using an promote Buildings Canteen will besides immediately upgrade the Dispenser to level 3 .


Dispenser Levels

Level Health Cost
Generation Effect on cloaking device when cloaked
Health Ammo Metal Cloak


150 100 10/second 20%/second 40/5 seconds 5%/second Invis Watch, Enthusiast’s Timepiece, Quäckenbirdt

  • No drain when cloaked

Dead Ringer

  • Drain when cloaked


180 300 15/second 30%/second 50/5 seconds 10%/second Invis Watch, Enthusiast’s Timepiece, Quäckenbirdt

  • Slow regeneration when cloaked

Dead Ringer

  • Drain when cloaked


216 500 20/second 40%/second 60/5 seconds 15%/second Invis Watch, Enthusiast’s Timepiece, Quäckenbirdt

  • Slow regeneration when cloaked (slightly faster than that of the level 2 Dispenser)

Dead Ringer

  • Drain when cloaked

relate achievements

The Argyle Sap The Argyle Sap
Blow up an Engineer, his Sentry Gun, and his Dispenser with a single Sticky bomb detonation.
Factory Worker Factory Worker
Kill 20 enemies while being recharged by a dispenser.
Doc Holiday Doc Holiday
Have a dispenser heal three teammates at the same time.

Drugstore Cowboy Drugstore Cowboy
Have dispensers you created dispense a combined amount of 100,000 health over your career.
(Not So) Lonely Are the Brave (Not So) Lonely Are the Brave
Keep a Heavy healed with your dispenser while he gains five kills.

The Extinguished Gentleman The Extinguished Gentleman
Have dispensers you built extinguish 20 burning players.


  • There are two places commonly regarded as the best Dispenser positions. The best position is usually around the corner of a choke point/objective, where the enemy can’t shoot it. Placing it near a popular healthpack can also work, as teammates will naturally travel there if they’re injured. It is also common to have the Sentry Gun be able to see the Dispenser to stop attackers from destroying it.
  • A Pyro standing near a Dispenser can act as a mobile “firewall”. The Dispenser is capable of replenishing the Flamethrower’s ammo faster than can be fired. This is a potential anti-Spy measure, but it will leave the team short of a possible attacking class. This is especially helpful to a skilled Pyro, as they could reflect projectiles away from the Engineer’s buildings with the Compression blast.
  • The Heavy can utilize a Dispenser in the same way, laying down a hail of bullets across a large area. This can be used as an anti-Spy measure, or to defend an area such as a cap point or choke point. Any Heavy using this technique needs to be aware of the damage drop off of his Minigun. This can be used to control hallways or even in an enemy’s base (such as the sewers in 2Fort) to keep either an entrance open or a safe place for a Teleporter. A Heavy can fire continuously; sweeping an area to send away stickies and check for hidden Spies.
  • When entering Sudden death, building a Dispenser first is important to provide health, ammunition, and metal to the team.
  • Dispensers give ammunition for any teammates nearby, including disguised enemy Spies. As a Spy, consider leaving enemy Dispensers intact to recharge Cloak, fill the health meter, or to remain indefinitely invisible while using the Invisibility Watch.
  • When in a centralized area close to other Engineers, consider putting all the Dispensers close to each other. The healing and ammo dispensing mechanisms do stack for multiple Dispensers, so placing them together will allow players to refill and heal up to full health much faster than with a single Dispenser by each Engineer’s Sentry Gun. While the risk of losing the Dispensers is higher, the benefits can sometimes be enough to keep teammates on the attack. It isn’t recommended having more than two Dispensers next to each other, especially if both are level 3. Having three or more Dispensers near each other risks the loss of all of the Dispensers in a counterattack. It may be more effective to spread out Dispensers to make it an easily accessible source of health.
  • Dispensers take the longest to build. It is usually best to construct one, and then put up a Sentry while it is still building. Because they take so long to build, they are less valuable to build if your team is about to win or lose.
  • While Sentry Guns are usually the main target of ÜberCharge pushes, destroying the Dispenser is also important. Without it, it will take much longer for the enemy to rebuild, not to mention heal, resupply, and allow the team more time to regroup for a decisive push.
  • Teammates may pass through the Dispenser, while enemies and the Engineer who built the Dispenser cannot. This fact has a few potential applications:
    • Teammates (especially Medics) can hide inside friendly Dispensers as a “shield” against hitscan classes.
    • A Dispenser can effectively block narrow passages and stairwells from enemies, slowing down their progress. This is very effective versus Scouts and Spies when coupled with a Sentry Gun nearby. This can also be used as an early warning system, as these classes will have to destroy the Dispenser to pass by, alerting the Engineer.
    • An Engineer can stand on his own Dispenser, allowing him to reach higher platforms than he could just by jumping, allowing for more strategic deployment of Sentry Guns and other buildings. Keep in mind, however, that a Sentry Gun is taller than a Dispenser, regardless of which level it is.

unused content

  • Originally, Dispensers were meant to deal damage when detonated. This was revealed in the leaked 2008 Team Fortress 2 code from 2012. The damage and blast radius was to increase with its metal count.


  • Rarely, the Dispenser’s CRT screen will disappear, making it possible to see through it.
  • On occasion the Dispenser won’t share health, metal or ammo, this may happen after packing and deploying the Dispenser.
  • When an Engineer is standing on the top of his own Dispenser instead of standing next to the Dispenser, the Engineer will receive 2x the amount of metal. This does not affect how much metal is generated from the Dispenser, as it will use twice the amount of metal stored in the Dispenser.


  • Per the Sentry Gun’s instruction manual, the Dispenser’s full model name is “Dispense-O-Matic 9000 Provisions Dispenser”.
  • The ammo belts with nails on them hanging out of the bottom tray of a fully built Dispenser were originally intended to be used for the Scout’s Nail Gun, which was cut from the game before release.
  • The syringes on the bottom tray of level 2 and 3 Dispensers reference the Syringe, a scrapped Medic melee weapon.
  • A Level 1 BLU Dispenser makes a cameo appearance as a “Curious Dispenser” in the fourth episode of the Telltale game Sam & Max: The Devil’s Playhouse, Beyond the Alley of the Dolls. Standing near it makes the usual Dispenser healing sound. Sam can hit the Dispenser 8 times with a Wrench (complete with the genuine sound effect) to open the bottom drawer revealing a “Banang” shake. Sam can try to take the Banang, but the drawer closes again before he can grab it (Max actually unplugs it out of irritation). It also makes an appearance in the next episode of the same game, The City that Dares Not Sleep, where it is present in the same area.
Sam on curious Dispensers
Look Max, free health, ammunition, cupcakes, clues, and enlightenment ! Oh expect, it ‘s vacate .



source : https://coinselected
Category : coin 4u

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